Pikmin 2 Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

Pikmin 2
This guide was written, contributed and copyrighted by me by me, known here as
lighterfluid6. Don't plagiarize, or use this guide giving yourself credit.
This guide is not to be posted in any website other than gamefaqs.com, ign.com
and associated websites. To contact me, email me at redshift71388@aol.com or
IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If
you do contact me, do it only to ask for help that you feel isn't covered in
my guide, or for any constructive criticism and appraisal. Do not, under any
circumstance, contact me asking me to join your special forum, be part of some
special group, or make small talk. If you ask a question about the game, make
sure the guide doesn't cover that. That is all.
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Introduction.
Thanks to the efforts of the courageous Pikmin, Captain Olimar managed to
repair his ship, the S.S. Dolphin, and return home to Hocotate after he crash-
landed on the mysterious planet of the Pikmin. When he returned to his home
planet however, he discovered that his company, Hocotate Freight, was going
out of business. A new employee named Louie lost an entire shipment of
valuable golden Pikpik carrots when his ship was attacked by a ravenous space
beast, costing the company a great deal of money. To pay for the enormous ten
thousand poko debt that they owed, the company had to sell Olimar's prized
S.S. Dolphin, but it was still not enough. When Olimar heard this disastrous
news, he dropped the souvenir he had been carrying; an artifact from the
planet of the Pikmin. As it so happened, the souvenir was worth 100 pokos!
Hocotate Freight's president realized that if there were more of these
treasures on the planet that Olimar had explored, they could pay off the
company's entire debt. He tasked Olimar and Louie to take the company's last
ship and return to the planet of the Pikmin and retrieve as much treasure as
they could find.
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Walkthrough.
As you read through this guide, look for CAPITALIZED words that indicate new
treasures, creatures, plants and types of Pikmin. The walkthrough is divided
into nine chapters:
1. The First Day.
2. Exploring Underground.
3. Beasts and Birds.
4. The Distant Spring.
5. A Day in the Woods.
6. Aquatic Phenomenon.
7. Life without Louie.
8. Bosses Unite!
9. The King of Bugs.
Additionally, chapters will be divided in accordance to what region of the
game you are exploring, making it easier to keep track of the game's caves and
sublevels. No Pikmin were killed for the creation of this guide. This
walkthrough is meant to fully complete the game without having lost a single
Pikmin. Additionally, while the game does allow for an infinite amount of days
to work, this guide will try to complete the mission in an efficient amount of
time (on average, you'll spend two days in each area at a time).
=============
Chapter 1: The First Day.
=============
-Valley of Repose-
Pikmin 2 directly follows the events of the original Pikmin and most of the
game's controls are identical to its predecessor's. When the team reaches the
planet of the Pikmin, the old company ship doesn't land as smoothly as it had
intended, and poor Louie has gotten himself lost. After the Ship touches down
at the Valley of Repose's landing zone, your mission will begin.
The first few days will consist of a lot of tedious tutoring from your Ship,
so if you already know the basics, skip through the text as fast as you can.
If you aren't used to the controls, then you'd better read what the Ship has
to say, and take a moment or two to get a good feel for how to handle Olimar
and the Pikmin. The good news is you get an unlimited amount of time on your
first day, and you get an unlimited number of days to work with anyway, so
feel free to work at your own pace. It's only a matter of true gaming skills
to try and beat the game as quickly as possible.
There are a few RED PIKMIN in the clearing nearby attacking a DWARF RED
BULBORB, one of the planet's fierce predators. Use your whistle to call the
Pikmin to you. Hurray, they remember you! Now use your new troopers to defeat
the bulborb. During the first day, enemies won't be able to harm you or the
Pikmin, but they can be dangerous later on. After the Pikmin kill the Dwarf
Red Bulborb, walk towards the paper bag on the other side of the clearing.
After the Ship locates Louie, press the Y Button to switch over to him.
Louie is all the way across the snowy wilderness, so you'll have to find a way
for him to meet up with Olimar at the landing zone. Walk up the snowy path
until you reach a clearing. Here you will find the RED ONION, the home and
hatchery of the Red Pikmin. When you approach the onion, it will spit out a
single red seed. Give the seed a few moments to sprout, and then pluck it from
the ground. When you pick it, the Pikmin will join your ranks (you can enjoy
the humorous cut-scene in which the curious Pikmin chases down the frightened
Louie for a few seconds). Now that you have access to a Pikmin and its onion,
you can begin growing more.
There are several PELLET POSIES growing around the edges of the clearing that
each holds a nutritious red pellet of crystallized nectar. Use your Pikmin to
knock down the spindly flowers, and then let it carry the pellets back to its
onion. When Pikmin return certain items to their onions, such as pellets or
the bodies of defeated enemies, more Pikmin seeds will emerge from the onion.
The Pellet Posies here all hold red pellets, but later on you will encounter
flowers that hold yellow or blue pellets, and even some that change colors at
regular intervals. Also, some Pellet Posies grow to produce 5, 10 or even 20-
size pellets! (The number and color of the pellet dictates how many Pikmin it
will produce; if Pikmin of the same color as the pellet return it to their
onion, it will yield more pellets than if Pikmin of a different color
harvested it. The color majority of a group of Pikmin carrying something will
determine which onion it will be sent to, but you needn't worry about that
until you have different colored Pikmin).
After you gather all five pellets from the surrounding Pellet Posies, you
should have eleven Pikmin sprouts. If you leave them in ground long enough,
they will turn into bud or flower Pikmin, increasing their speed each level.
Once you've assembled your team, continue down the path in front of the onion,
which will eventually lead back to the landing zone. On the way, you'll pass a
half-buried battery sticking out of the ground. This is your first treasure,
but you don't have enough Pikmin at the moment to carry it. When you reach the
end of the path, turn right to find the paper bag that separates Olimar from
Louie. Throw all of Louie's Pikmin onto it, and then switch back to Olimar and
do the same with his Pikmin. The weight of the Pikmin will flatten the bag and
open the path between sides.
Once the leaders reunite, have at least three Pikmin carry the carcass of the
Dwarf Red Bulborb back to the Red Onion. After the new Pikmin sprout, you'll
have a grand total of twenty Pikmin, the most you can have on your first day.
Return to the battery you saw earlier. Now that you have more Pikmin, you'll
be able to carry this treasure back to the Ship, but first you must dig it out
of the snow. Have the Pikmin dislodge it from the ground, and then let them
tow it back to the Ship. The battery, which the Ship will label the COURAGE
REACTOR, will erase 280 pokos off of your debt. Your first new day on the
Pikmin planet will come to end after the treasure has been obtained.
=============
Chapter 2: Exploring Underground.
=============
-Valley of Repose-
When Day 2 begins, the true fun will begin. The Red Onion will land next to
the Ship, so you don't have to go all the way down to the other clearing just
to use your Red Pikmin. Round up your team and start harvesting the Pellet
Posies growing in the area. One of the flowers is growing on a snowy ledge
behind the onion, but it won't be ready for picking until later in the day.
After you collect the first two pellets and grow Pikmin from them, walk out of
the clearing by where you deflated the paper bag the day before.
Just outside the landing zone, you'll find two massive Pellet Posies that will
each grow five Pikmin (but they also require that many to carry). Take them
back to the onion, along with the regular Pellet Posy growing amongst them.
Additionally, you can grab another three pellets by heading over to the
clearing where Louie found the Red Onion earlier. These pellets, when totaled
with the 5-size pellet at the landing zone that should be done growing by now,
will give you 47 Pikmin total. Take them all back outside the landing zone and
use them to flatten the second paper bag near where the first one lay.
The bag will require at least 35 Pikmin to squash. Once the obstacle has been
cleared, take your Pikmin across to the large clearing on the other side. You
will meet a Dwarf Red Bulborb foraging along the ground, so kill it before it
gets the chance to eat any Pikmin. They aren't that dangerous; they take
damage quick (especially if you throw a Pikmin directly on its back) and they
take a long time to eat anyway. Have a few of your Pikmin take its body and
the red pellet it drops back to the onion. Now walk out into the center of the
clearing, and prepare to fight the slumbering RED BULBORB. Large bulborb
species share the same weakness to attacks on their backs as the smaller
bulborbs, but they are much more dangerous. Their huge jaws allow them to
swallow many Pikmin quicker than you can do anything about it. Get behind the
sleeping beast and start tossing Pikmin as fast as you can onto its fleshy red
back. Keep piling them on until the Red Bulborb dies. Hopefully, it will be
defeated before it has a chance to react. If it does end up eating your Pikmin
you can simply reset the day. You can also use Olimar or Louie to pummel the
beast, making it easier to defeat it with the Pikmin after it falls asleep
again. After you defeat the Red Bulborb, have another ten Pikmin carry its
body back to the onion, and yet another five carry the 5-size pellet it
regurgitates. This should give you 70 Pikmin total.
Walk back out towards the bulborb's clearing and head over to the opposite
side, where you'll find a crushed soda can, the UTTER SCRAP. Have at least 35
Pikmin carry this treasure back to the Ship for another 170 pokos. Now take
the remainder of your crew and head towards the right. You'll come to an odd
gate made of sand, next to the creepy snowman. If you set your Pikmin upon it,
they'll have it down and out of your way in a few minutes (the more the
quicker). Also, make sure you touch the tall FOXTAIL plant nearby for its
Piklopedia data (which you can access in the Area Selection screen). Most
creatures must be defeated in order to be recorded in the Piklopedia, but
scenic plants such as the Foxtail must simply be brushed up against. Anyway,
after your Pikmin knock the gate down, take them across and head for the mound
of dirt on the ground on the other side. This is your first cavern, the
Emergence Cave.
Caves play a fun and important role in your expedition, as the majority of the
planet's treasures are found underground. Caves however, are very strange
places when it comes to time and space, so there are a few things you need to
know before you enter. Both Olimar and Louie (and the Ship's Research Pod)
will enter a cave when you explore, but only the Pikmin you have with your
active leader will accompany you (the remainder of your Pikmin will
automatically return safely to their onion, no matter where they are or what
they're doing), and you must take at least one Pikmin. However, since you
normally can't grow more Pikmin underground, it is a good idea to take as many
as you can with you. If they all die while you're exploring underground,
you'll automatically exit the cave without any of the treasures that you
collected in it.
Caves are even weirder in a sense that time above ground does not pass while
you are underground. When you exit the cave, you'll be at the same part of the
day as when you went in. This means that you can spend as much time as you
want in caves. Caves are divided into sublevels, and in order to proceed in
them, you must find the hole in each level that will allow you to descend.
When you reach the final sublevel, you'll find a geyser that will blast you
back above ground. While each sublevel tends to have the same environment,
treasures and group of enemies, most of them have a different physical layout
each time you explore them. At any time during your spelunking explorations
you can escape from the Start Menu, but you won't be able to keep your
acquired treasures unless you use a geyser.
Anyway, now that you've got the cave basics covered, take your 70 Pikmin and
enter the Emergence Cave. This cavern is pretty short and simple. It only has
two sublevels, and it doesn't even have a final boss at the end like all of
the other caves.
-Emergence Cave-
Sublevel 1
Walk forward from the initial clearing and defeat the SNOW BULBORBS roving
around. Snow Bulborbs are practically identical to Dwarf Red Bulborbs, so
defeat them the same way by throwing Pikmin onto their soft backs. After you
kill them all, take their bodies back to the Research Pod. Without the onion,
you won't be able to grow more Pikmin, but the bodies of defeated enemies can
still be salvaged for small amounts of pokos. Now take the two treasures lying
around; the CITRUS LUMP and the QUENCHING EMBLEM, worth 180 and 100 pokos,
respectively. After everything has been collected, locate the hole in the back
of the cavern and delve deeper into the cave.
Sublevel 2
The final sublevel isn't much tougher than the first, but it's considerably
larger. Each time you pass between sublevels or enter/exit a cave, the game
will be saved for you, making it easier to reset the game in case any Pikmin
die. Take your group down the path and take note of the globe. The globe is a
special treasure, but it requires 101 Pikmin to carry, which is more than you
have right now. Keep walking and kill the Snow Bulborbs when the path turns
left. Don't forget to brush up against the green CLOVER patches growing in the
area. After you pass through the herd of bulborbs, walk out into the clearing.
Two VIOLET CANDYPOP BUDS are growing in the middle of the open clearing. These
flowers are found only in caves. When you toss Pikmin into them, they will
eject them back out as seeds of the same color as the flower's petals. They
can only convert up to five Pikmin at once though, so once you toss your ten
Red Pikmin into the two Violet Candypop Buds, they will wilt and disappear.
Violet Candypop Buds produce burly PURPLE PIKMIN. These robust variations
weight ten times as much as a regular Pikmin, but they can carry ten times as
much too. They are so heavy that they can stun enemies if you throw the Purple
Pikmin at them. If you want, leave the sprouts in the ground until they mature
into buds or flowers, since Purple Pikmin are painfully slow as it is. Because
they can pull the weight of ten ordinary Pikmin, you can use your ten Purple
Pikmin and one Red Pikmin to carry the SPHERICAL ATLAS (100) you saw earlier.
After you have it, return to the clearing and use the geyser in the back to
exit the Emergence Cave.
-Valley of Repose-
The Spherical Atlas treasure is one of twelve special items that actually does
something useful for your quest. This treasure in particular will unlock the
next region for you, the Awakening Wood. After you collect it and escape from
the cave, the day will automatically end, but only this one time. If you
planned on growing more Pikmin, exit the Emergence Cave without grabbing the
Spherical Atlas. This way you can grow more Red Pikmin from the new Pellet
Posies and you can reenter the cave for an additional ten Purple Pikmin. You
can keep doing this until the day runs out, but the Violet Candypop Buds will
only appear at the bottom of the cave the first two times. Just remember to
grab the Spherical Atlas when you're finally satisfied.
=============
Chapter 3: Beasts and Birds.
=============
-Awakening Wood-
The Awakening Wood area is far more biologically diverse than the Valley of
Repose, and there are two new caves which you'll be exploring on your first
run through the region. To begin your third day, touch down at the landing
zone and gather up all of your Pikmin, especially the 10 or 20 Purple Pikmin
you should have by now. If anything, you should always try and keep the Purple
Pikmin alive, because you will need as many as you can get later on in the
game. Not to mention, they're amazingly useful for defeating enemies.
Normally, you can only have up to 100 Pikmin out of their onions at a time.
Right now however, you will only be able to obtain up to 95 Pikmin for field
use, because there are five wild Pikmin in the area that you will get later.
Don't let this stop you from growing Pikmin however, because overflow sprouts
will simply be stored in the onion, meaning you won't have to plant them. As
for the Purple Pikmin, they have no onion, so they simply stay in the Ship's
cargo hold and carry items to a randomly-determined onion when there is no
other majority.
Anyway, walk out into the large clearing next to the landing zone and start
defeating the local wildlife and knocking down the Pellet Posies. FEMALE
SHEARGRUBS will surface from the ground and attack your Pikmin, so watch out
for them. Females are actually harmless, but the large-jawed males that you'll
encounter later will eat your Pikmin if you aren't careful. Be sure to check
out the plants in the area for more Piklopedia data (FIGWORT, HORSETAILS and
MARGARETS can be found growing here and there, while the DANDELION can be
found on a flower pot behind the Ship; loop around the pots to reach it).
Continue further back to find a small group of Dwarf Red Bulborbs and a
sleeping Red Bulborb. Use the Purple Pikmin to take them all down with ease.
Behind the Red Bulborb, on a ledge, you'll find the SUNSEED BERRY, a treasure
worth 170 pokos. Toss your Pikmin up to it to retrieve it. Continue to the
back of the clearing until you reach water. Your Pikmin will drown if they
fall in the water, so don't get too close. Walk through the patch of flowers
to flush out the swarm of UNMARKED SPECTRALIDS, small colorful butterflies
also known as Flitterbies. Flitterbies can be killed by throwing Pikmin up at
them before they fly away, and doing so may yield droplets of nectar. Nectar
will instantly convert any leaf or bud Pikmin that drink it into flower
Pikmin, so use that on your slower Purple Pikmin. Later on, you may see red or
purple Flitterbies that will produce a different kind of substance, but that
will come into play a bit later.
Along the opposite wall near the bridge, you'll find another potted plant.
Throw a Pikmin up onto it to reveal the glittering IRIDESCENT GLINT BEETLE.
These rare insects are usually only found in caves. As the beetle scurries
around, throw Pikmin onto it to flip it over. When you flip the bug, it will
release nectar or large 5-size pellets. You can flip the bug three times
before it disappears underground again. You can also find an IRIDESCENT FLINT
BEETLE behind the first set of potted plants behind the Ship. These bugs
behave the same way, but they're more common and will release smaller pellets
when flipped.
After you complete your nature walk and carry the enemy bodies back to camp,
take your Pikmin out into the enclosure to the right of the landing zone,
where two large berry plants are growing. These are Burgeoning Spiderworts,
which produce small red berries that the Pikmin can harvest and return to the
Ship. If you bring back ten berries to the Ship, it will produce one droplet
of red Ultra-Spicy Spray. Purple variations of the Burgeoning Spiderwort
produce purple Ultra-Bitter Spray droplets. Both of these sprays (which can
also be obtained from the red and purple Unmarked Spectralids) will help your
Pikmin battle enemies. Red spray will invigorate your troops for about forty
seconds, making them faster and stronger. Use the Ultra-Spicy Spray against
tough bosses or when you want the Pikmin to perform a task quicker. Purple
Ultra-Bitter Spray will affect enemies instead. Spray an enemy creature with
the purple spray to encase the beast in a layer of rock, which will immobilize
it temporarily. A petrified enemy won't leave behind a body, but it will leave
behind nectar, red spray or purple spray (bosses will leave behind multiple
droplets, but they'll be harder to damage while petrified). If you want some
red spray now, take a few minutes to collect at least ten berries, but watch
out for the grub-like RAVENOUS WHISKERPILLARS that will sometimes appear. They
climb to the top of the Burgeoning Spiderworts and consume the berries before
you get a chance to pick them. Kill them as soon as they appear, if they do.
Continue to the end of the Burgeoning Spiderwort clearing and have the Pikmin
start knocking down the gate on the other side. As they work, take a few of
the Pikmin and scour the surrounding area for HONEYWISPS, small creatures that
float through the breeze, carrying egg sacs around. If you hit one with a
Pikmin, it will drop its egg sac, which will burst to reveal one or two drops
of nectar. Honeywisps like to vanish in midair, so hit them quickly. After the
gate is knocked down, take your Pikmin to the next clearing.
The first enemy you will meet is a CLOAKING BURROW-NIT. Burrow-nits hide in
the ground and try to mimic fearsome snakes with their colorful eyespots, but
they'll emerge to attack you and your Pikmin with their pointed mouths if you
come near. Swarm them or toss Purple Pikmin on top of them to kill them before
they strike. When you get further into the clearing, ignore the paper bag and
the treasure (at the top of a stump) on your right, and turn to the left down
the narrower path. Watch out for the CREEPING CHRYSANTHEMUM. These nasty
baddies hide in the ground, looking almost exactly like the harmless yellow
Margaret flowers. If you look closely though, you can tell a chrysanthemum
apart from a regular flower because it has three stems with no leaves and a
pair of blinking eyes. When the beast senses you, it will emerge from the
ground and start gobbling up your Pikmin with its large mouth. Stun it with
Purple Pikmin for a quick victory. If the Creeping Chrysanthemum strikes, move
your Pikmin away and let it smack into itself instead. This will daze the
plant and allow you to attack it while it's down. After you defeat the
chrysanthemum, continue down the path and turn to the right when you get to
the end. You'll find another cave in the back corner, the Hole of Beasts.
-Hole of Beasts-
Sublevel 1
The first sublevel is fairly simple. Just watch out for MALE SHEARGRUBS as you
explore the small labyrinth for the lone treasure, the STONE OF GLORY (100).
The males of the sheargrub species have large jaws and purple heads that
distinguish them from the harmless females. After you collect your rewards,
find the hole to the next sublevel.
Sublevel 2
Sublevel 2 is the first of many 'recovery sublevels' that you will come upon
during the game, discerned from normal sublevels by the distinctive pleasant
music and the general lack of enemies and treasure (though not always). Simply
look in the cave's alcoves and corners for nectar eggs, which can be broken
open to reveal their contents. Most of the time, they release one or two
droplets of nectar, but occasionally they contain red or purple spray
droplets. Even better, you may find an egg that has been infested with a
MITITE swarm. These parasites infect eggs and will scurry around after you
discover them. If you kill them, they will each release droplets of nectar,
meaning an entire swarm can provide you with enough nectar to flower up a
whole platoon of Pikmin. Pikmin dislike Mitites however, so they will scatter
in panic when they're near them. However, the sheer force of a single falling
Purple Pikmin can wipe out an entire Mitite swarm instantly. As you explore
this sublevel, you may also find a Violet Candypop Bud, though it is rare. Use
it if it appears, and then have the new Purple Pikmin feed on the nectar so
that they mature into flowers. Before you leave, brush up against a COMMON
GLOWCAP, one of the luminescent mushrooms growing in the area.
Sublevel 3
There are still no enemies here, but there are plenty of fire spouts to give
your flame-resistant Red Pikmin a good workout. Just swarm the spouts with the
Pikmin until they disable it. Just be careful; Olimar and Louie will take
damage from burns, and Purple Pikmin will actually die if they catch on fire.
Blow your whistle at a burning Pikmin to save it. Hunt around for the COSMIC
ARCHIVE (230) and the STRIFE MONOLITH (150), a Famicom disk and a domino
piece. One of the treasures may be hidden within the cinderblock. After you've
collected both of the treasures, descend to the next sublevel.
Sublevel 4
This is the last sublevel that separates you from the cave's final boss. Make
sure you have enough Purple Pikmin by using the Violet Candypop Bud in one of
the corners. As before, you'll need Red Pikmin to clear away all of the fire
hazards. Use Purple Pikmin against the lone Red Bulborb, and scour the alcoves
around the edges of the room for eggs and Mitites. The bulborb will release
the DREAM ARCHITECT (280) upon its death. Also, look around for the LUCK WAFER
(140), an Ace of Spades playing card.
Sublevel 5
Ready your Purple Pikmin team for the imminent boss battle, and then walk out
into the clearing to find the massive maggot-like EMPRESS BULBLAX curled up in
sleep. The Empress Bulblax is the queen of the bulborb world, and she is your
first boss. Unfortunately, this isn't the only time you'll have to battle the
empress, but it is by far the easiest battle against her. Toss a Pikmin onto
her and then call it back then the Empress Bulblax wakes up. The empress will
simply sit there like a sack of potatoes and wait for you to dish out the
damage. Start pounding her with Purple Pikmin and watch her squirm. After a
few seconds, she'll stop shaking. When this happens, call your Pikmin back
immediately. The Empress Bulblax will twist around and begin rolling like a
steamroller from side to side. If your Pikmin are still on her when she shakes
them off, they'll be sent backwards, directly in the path of the Bulblax's
crushingly massive body. Simply wait back far enough to avoid her, and then
resume your attack after she stops rolling. If she does end up sending a
Pikmin backwards, you can use the small inlets along the side of the cave to
hide while she rolls. Repeat the process about four times until she dies. The
Empress Bulblax will spit up the PROTOTYPE DETECTOR, a special device worth
200 pokos. Carry it and the boss's deflated body back to the Research Pod. The
Prototype Detector, when collected, will act as a special radar treasure-
detector at the bottom of your screen. The needle will shift to the right and
begin to beep loudly the closer you get to treasure, making it very useful for
your quest. When there is no treasure left in the area, the meter will turn
gray and deactivate. Since there is nothing left in the Hole of Beasts, use
the geyser in the back to escape.
-Awakening Wood-
If you managed your time correctly, you should around half of your day left.
If you find yourself short on time, there is nothing wrong with taking an
extra day in the Awakening Wood. After you return to the landing zone, round
up the same group of Pikmin and head back to the clearing where you fought the
Cloaking Burrow-nit earlier. If you want, reenter the Hole of Beasts so that
you can acquire more Purple Pikmin. Otherwise, flatten the bag along the right
side of the path to reach a new area. The bag will require your Purple Pikmin
to deflate it. After you get across, kill the second Cloaking Burrow-nit and
approach the new cave behind it.
-White Flower Garden-
Sublevel 1
The White Flower Garden is about as simple as the Hole of Beasts, but there is
one pleasant surprise in store for you halfway through, something that the
cave's very name implies. The first sublevel is easy; watch out for the half
dozen or so sheargrubs (of both genders) and collect the ALIEN BILLBOARD,
somewhere in the back. Just be careful that you don't throw any Pikmin over
the edge of the platform, because you won't get them back. Take the treasure
and the bodies, and then continue to the next sublevel.
Sublevel 2
You'll encounter a few FIERY BLOWHOGS down here. These beasts breathe fire, so
use the Red Pikmin against them, or charge them with a barrage of Purple
Pikmin. Although the fiery end of the blowhog is dangerous, it can be just as
devastating when it bucks the attacking Pikmin off of it, sending them
tumbling over the edge of the platform. Kill the blowhogs and then collect the
pair of treasures lying around, the PETRIFIED HEART gem and the DROUGHT ENDER
bottle cap, both worth 100 pokos. To reach the treasures that are lying at the
bottom of the inner platforms, simply throw your Pikmin to them, as they'll
still be able to climb back out.
Sublevel 3
Take your Pikmin down the path and walk out into the large clearing. Three
IVORY CANDYPOP BUDS will be waiting for you in the center. Throw your Red
Pikmin (leaf status, preferably) into the flowers so that they reemerge as
WHITE PIKMIN seedlings. White Pikmin are just as rare and as valuable as the
Purple Pikmin, but they're far different from the other Pikmin types when it
comes to appearance. These Pikmin are tiny, but they can run very fast. They
also have creepy, bulbous red eyes that give them the ability to detect buried
treasure. Their poisonous bodies allow them to resist poison fumes, and it
makes them fatal or damaging to any enemy that ingests them. However,
poisoning enemies with White Pikmin comes at a price; the Pikmin will die in
the process, so it isn't recommended. After you round up your new crew, hunt
around the back corners of the clearing and tackle the Honeywisps for nectar.
Afterwards, follow your radar to find the hidden treasure buried beneath the
soil. The White Pikmin will automatically start digging it up, and the rest of
your team can help them once the treasure pokes through the ground. Take the
SUPERSTICK TEXTILE (80) back to the Research Pod, and then exit the cave.
Sublevel 4
It's time to put your little white troopers to work! Sublevel 4 is riddled
with spouts that expel purple poisonous gas. Any Pikmin other than a White
Pikmin that breathes these deadly fumes will become poisoned and die unless
you rescue it with the blast of your whistle. The White Pikmin can disable the
spouts, so use them to clear the path to the treasure and the exit hole. Dig
up the TOXIC TOADSTOOL, worth a measly 30 pokos, and the SURVIVAL OINTMENT,
worth 90 pokos.
Sublevel 5
This is the final sublevel, so prepare for a new boss fight. Round up a group
of about fifteen to twenty Red or Purple Pikmin and take them around the bend,
where you'll find an odd nest-like enclosure. If you're using Red Pikmin,
spray them up with Ultra-Spicy Spray prior to entering the nest. This cavern
is home to a deadly BURROWING SNAGRET. Snagrets are giant snake-like birds
that tunnel through the ground and emerge to attack your Pikmin. They can eat
a lot of Pikmin and they strike swiftly, so be very careful when you fight it.
Fortunately, the snagret cannot move above the ground, so it won't be able to
hurt you or the Pikmin of you stay out of reach of its sharp bill. When the
Burrowing Snagret emerges from the sand, it will do so in two ways. Most of
the time, it will emerge all at once and leave you with little time to react.
Simply get away from the bird, or get directly behind it so that it can't see
you. Wait for it to burrow back into the soil before you approach again.
Sometimes, the Burrowing Snagret will poke only its head out before it fully
emerges. When you see it do this, aim your Pikmin at its head and begin
pounding it continually. By the time the snagret fully emerges, it will have
taken too much damage to counterattack, and it will simply retreat back into
the ground again. If you hit it with Purple Pikmin, you'll probably be able to
kill it in one round. When the Burrowing Snagret expires, it will release the
FIVE-MAN NAPSACK, an old glove worth 100 pokos. This treasure is another
special treasure. Unfortunately, it's fairly useless. You can press the X
Button when you have no Pikmin with you to lie down and take a nap. Any idle
Pikmin near you will carry you back to the onion/pod, but there seems to be no
real point in any of this. To be fair, lying down does give you slight
protection against some enemy attacks, but it's still nothing great. Take it
and the Burrowing Snagret's head back to the Research Pod anyway, and then use
the three eggs near the nest to feed any deflowered Pikmin. Before you exit
via the geyser, brush up against the new FIDDLEHEAD plants growing down here.
-Awakening Wood-
After you emerge from the cave, take your White Pikmin behind the landing zone
and walk around the set of potted plants. Harass the Iridescent Flint Beetle
if you wish, and then climb up the ramp to get on top of one of the flower
pots. Throw your Pikmin from the farthest accessible pot to the one next to
it, so that they can begin excavating the PILGRIM BULB (55). Now walk back to
the Cloaking Burrow-nit clearing with as many White and Purple Pikmin as you
have.
If you want, return to the White Flower Garden so that you can get fifteen
additional White Pikmin. Otherwise, walk past it and have the White Pikmin
begin collapsing the gate. Only they will be able to work on it because of the
poisonous fumes at its base. Once the gate is down, they'll be able to disable
the poisonous spouts and give the rest of your team safe passage. You can have
half of your white team work on this gate while the rest of them work on
collapsing a similar toxic gate near the Hole of Beasts entrance.
The day will probably end before you can get the gates down, so round up all
of your Pikmin before the countdown to sunset ends. You don't want to leave
any Pikmin behind after a hard day of work. In any case, after you begin your
next day, finish up on the gates. After you knock down the gate by the White
Flower Garden, take your Pikmin across and walk up to the ledge behind the
pair of square blocks. This binary block system will allow you to get up onto
the ledge, but you have to be clever about it. Toss all but one Pikmin up onto
the ledge, and then have one of the leaders stand on the lowered square block.
Toss the final Pikmin onto the raised block so that the first one rises up and
allows your leader to rejoin the rest of the Pikmin group. The blocks work
like a set of scales; whichever side has more Pikmin weight will sink while
the lighter side rises up (keep in mind that Purple Pikmin count for ten
Pikmin). You won't be able to get both leaders up onto the ledge, but you can
have whoever is left behind toss the final Pikmin up to the other (you can
then simply rejoin the leaders later).
Once you're on the upper ledge, walk forward and locate the CHANCE TOTEM (100)
sitting on the left-hand ledge. The Pikmin will take a shortcut through this
new path to get to the Ship when carrying the die, but you won't be able to
get back up after you hop off the ledge near the landing zone. You may want to
stick around so that you can harvest the purple Burgeoning Spiderwort growing
up here. Purple berries are rare and valuable, so don't leave without at least
one picking. After you have the treasure, walk all the way across the
Awakening Wood until you reach the Hole of Beasts.
When you reach the thin path that leads to the Hole of Beasts, turn left at
the fork instead to come upon another poisoned gate. Because it may take some
time for the White Pikmin to knock it down, you can have the rest of the
Pikmin collect berries or something, or just put the White Pikmin to work
earlier while you're doing the other stuff.
After the gate is collapsed and detoxified, take a group of Purple Pikmin
across, but be prepared to battle another sneaky Creeping Chrysanthemum. If
you press your Pikmin against the wall as you pass, you can avoid the
chrysanthemum altogether. After you get past it, have your Pikmin begin
unrolling the bridge on your left. The bridge will connect to the main
clearing, allowing you to get back to the landing zone quicker. After the
bridge is unrolled, direct your Pikmin towards the globe behind the
chrysanthemum.
The GEOGRAPHIC PROJECTION (200), like the Spherical Atlas you collected in the
Valley of Repose, will require Purple Pikmin to carry back to the Ship. It
will also unlock a new area after you collect it; the Perplexing Pool. After
the Pikmin cart it back to the Ship, you'll have the rest of the day to grow
Red Pikmin or revisit caves for additional Purple and White Pikmin.
=============
Chapter 4: The Distant Spring.
=============
-Perplexing Pool-
The new region unlocked by the Geographic Projection is the Perplexing Pool.
Back in the old days, this area was known as the Distant Spring. The natural
features of this land have remained fairly intact since Olimar's last visit,
but there are still a variety of new creatures and caverns that you'll get to
explore. During your first run through the Perplexing Pool, you'll be able to
obtain Yellow Pikmin, and you'll get to explore two of the region's caverns;
the Citadel of Spiders and Glutton's Kitchen. Without Blue Pikmin, you won't
be able to explore the flooded areas behind the landing zone. At least you'll
never have to fear the elusive Smoky Progg that once haunted the surrounding
swamp....
After the Ship and the Red Onion land, take out 50 Red/Purple Pikmin and 30
White Pikmin and exit the landing zone enclosure. A few SHEARWIGS will attack
once you enter the large clearing, so swarm them quickly. These insects behave
just like Male Sheargrubs, but they can fly when in danger. Simply wait for
them to land again or gun them down in midair for a quicker kill. You'll find
more of these creatures lurking in front of the small pool of water along the
upper right corner of the clearing. After the area is free of the Shearwigs,
take your Pikmin leftwards from the landing zone, where you'll come upon a
YELLOW WOLLYWOG. Wollywogs are plentiful in the Perplexing Pool, but that
doesn't mean that they aren't dangerous. They can leap up into the air and
crush any Pikmin that are beneath them when they land. If you swarm the
wollywog, it will have a harder time leaping, and there is a good chance that
it won't be able to hit any of your Pikmin. For a safe and fast victory, you
can pound it with Purple Pikmin.
Ignore the cave entrance that is just past the Yellow Wollywog and turn to the
right along the river. Don't forget to sample the SHOOT and SEEDLING DANDELION
flowers for Piklopedia data (the tree Shoots are commonly found near the
water, while the Seedling Dandelions are more common inland). Try to move
quickly so that you don't alert the Yellow Wollywogs. Soon you'll come to a
set of square balance blocks, not unlike the pair you used in the Awakening
Wood. Toss all of your Pikmin except one up onto the ledge, and then throw
your last Pikmin onto the raised block so that your leaders can join the
group. Since you won't be able to get both of your leaders and all of your
Pikmin up on the ledge, throw the final Pikmin up, and then race back to the
landing zone with whoever you left behind.
There are a few new enemies in this new clearing, including a SWOOPING
SNITCHBUG. This annoying insect can't actually hurt your Pikmin, but it likes
to swoop down and snatch them from you two at a time, only to replant them
later as leaf Pikmin. Luckily, when the Swooping Snitchbug is carrying its
load, its flight will be hindered. Shoot it down, and then swarm it for the
kill. As you move further inland, you'll pass a hollow stump enclosure on your
right with a dormant combusting creature inside. Ignore it for now, and then
turn left past the stump into another clearing. Kill the second Swooping
Snitchbug and the Fiery Blowhog. You may also find a strange lump of festering
mold, which sometimes grows over the Burgeoning Spiderwort plants. If you want
to be able to harvest the purple berries, you'll have to swarm the suffocating
fungus and free the plants (as if they weren't already a pain to get). When
you reach the back end of the clearing, have the Pikmin begin unrolling the
bridge that will connect you to the landing zone.
Once the bridge has been set, head back to where the sleeping FIERY BULBLAX
lay. A Fiery Bulblax is always cloaked in flames, meaning that you won't be
able to bash it around with Purple Pikmin like you could with a regular
bulborb. Only Red Pikmin will be able to fight it safely, but it can eat a lot
of Pikmin if you aren't careful. You can try your luck by just piling the
Fiery Bulblax with a multitude of Red Pikmin, or you can petrify it for a
safer battle. You'll probably want its body though, so attack it until it's
about to die, and then wait for it to break free before you finish it off. You
can use Purple Pikmin to stun it and deal a lot of damage, but be ready with
your whistle at all times. If you need to, head back to the cavern you passed
earlier so that you can save your game before the Bulblax ruins your plans,
and then exit immediately and continue. After you defeat the Bulblax, have the
White Pikmin begin knocking down the poisoned gate behind it while the rest of
your team gathers berries (leave the Fiery Bulblax body though).
After the gate has been downed and the poison fumes disabled, walk into the
enclosure to find the YELLOW ONION, and a few YELLOW PIKMIN hanging out in a
nearby tree. Use the whistle to call them down and add them to your ranks.
Yellow Pikmin can no longer wield bomb-rocks, but they are resistant to
electricity, which is just as useful. They can also be thrown further or
higher than the other types, making them ideal for reaching items on high
places. Start breeding more Yellow Pikmin by using the surrounding Pellet
Posies and the Fiery Bulblax corpse (the White Pikmin can help carry the
larger items). After you've grown as many Yellow Pikmin as you can, return to
the landing zone and assemble a team consisting of all of your Yellow Pikmin,
a few White Pikmin and about 15-20 Red and Purple Pikmin each. Don't get more
than 92 though. Take them to the cave entrance you passed earlier by the first
Yellow Wollywog, and enter.
-Citadel of Spiders-
Sublevel 1
The first sublevel of the bug-infested Citadel of Spiders is easy; simply find
the LOVE NUGGET (40) lying around. You'll also find a few Shearwigs and
cleverly-disguised SKITTER LEAVES. Skitter Leaves pretend to be fallen leaves
until you approach them. While they are harmless, they can slap you around if
you provoke them. After you collect the treasure and the bodies, find the exit
hole.
Sublevel 2
There are a few tricky enemies in the nearby clearing in Sublevel 2, including
FIERY DWEEVILS and a pair of Yellow Wollywogs. Remember to swarm the wollywogs
or attack them with Purple Pikmin to ensure that no Pikmin is killed. You
won't be able to avoid them either, as one of them has ingested the CREATIVE
INSPIRATION (100). Fiery Dweevils are sinister little bugs that can be both
annoying and dangerous. Dweevils are normally timid and shy creatures, but
they like to mimic things by carrying them on their backs. When one sees
Pikmin nearby carrying something (treasures or creature carcasses), the
dweevil will hijack the item. Dweevils are invulnerable while they're carrying
things, so attack them with additional Pikmin to loosen their hold on the
item. Fiery Dweevils also have an effective defense mechanism; when provoked,
they can expel a blast of flame to burn their attackers. Because of this and
the many flame spouts in the area, it is best to have Red Pikmin at the ready.
Anyway, you may need to knock down a few walls in order to find the LIP
SERVICE (50) and the half-buried PARADOXICAL ENIGMA (80), as well as the exit.
Sublevel 3
Sublevel 3 is inhabited by a few annoying Swooping Snitchbugs and several
ANODE BEETLES. These bugs will take no interest in you or your Pikmin, but
their electrical properties make them dangerous. Use only Yellow Pikmin
against them, because any other type will be fried instantly by their
electrical discharges. To kill one, you'll have to hit it directly to flip it
over and expose its soft underside. A lone Anode Beetle is harmless, because
it will only be able to fire its electrical tendrils when it connects to one
of its nearby fellows. After the area is safe, collect the PATIENCE TESTER
(130) and use White Pikmin to dig up the MEMORIAL SHELL (100). Also, don't
leave without finding the QUEEN CANDYPOP BUD in one of the alcoves. These rare
and valuable flowers change the color of their spots from red to yellow to
blue every three seconds, and the color of the seeds that they expel will
match the color of their petals at the time they are used. But that isn't even
the best part. They only take one seed before wilting, but they expel nine,
meaning you get eight free sprouts! Note that it won't turn blue unless you've
already obtained Blue Pikmin, and it won't change colors altogether unless
you've already found the Yellow Pikmin. Use it to get more Yellow Pikmin
before leaving.
Sublevel 4
Compared to the rather placid enemies found in the upper sublevels, the new
predators found here are fairly dangerous. WATER DUMPLES, cousins of the
bulborbs, can eat a lot of Pikmin quickly, so swarm them before they get that
chance. HERMIT CRAWMADS are a bit trickier. They lurk inside their nests,
waiting to ambush passing prey. Don't let these crustaceans grab your Pikmin,
or else they'll drag them back to the nest and eat them. To kill one, set a
leader or Pikmin out as bait, and then move out of the way when it strikes. As
the crawmad retreats back into its nest, swarm it with your Pikmin. Aside from
the enemies, there are a few more flame spouts and gates that you'll need to
get rid of in order to get the treasure. One of the Hermit Crawmads holds the
KING OF SWEETS (15), while the FLAME OF TOMORROW (10) and the TIME CAPSULE
(70) can be found nearby. Before you leave, spend some Red Pikmin on the Ivory
Candypop Bud to get additional White Pikmin.
Sublevel 5
The boss of the Citadel of Spiders lurks within the large circular clearing,
so ready a team of 15-20 Yellow Pikmin for the battle. Before the fight,
search the surrounding area with White Pikmin, and throw them up onto one of
the square ledges so that they can unearth the REGAL DIAMOND (100). If you
need more red spray, you can flush out the Iridescent Flint Beetle lurking
beneath one of the mushrooms and knock it around until it releases its
stockpile of droplets. After you finish messing around, take your fighting
team of Yellow Pikmin into the large, round clearing, ominously shadowed by a
large spider web. BEADY LONG LEGS will drop down from above and begin his
crazed stampede. This boss's only weakness is his spherical midsection, but in
order to get to it you'll have to avoid his crushing feet. Beady Long Legs
will almost always stomp around in a distinctive pattern, making eight steps
with his four feet in sequence before resting. It's easy to predict where his
feet will land, unless he's turning. You can swarm Beady Long Leg's feet to
slow him down, but that puts the Pikmin at great risk of being stomped flat.
When Beady rests and lowers his body, attack with the Yellow Pikmin. Make sure
to call them back as he winds up to whip them off, or else they'll be sent
flying. Repeat the process until you defeat him, and use red spray if you want
the job to be done quicker. Beady will release THE KEY (100) when defeated.
This golden widget will unlock the fun Challenge Mode, which you can access
from the Main Menu. After you have it, use the Iridescent Flint Beetle's spilt
nectar to flower up any leaf Pikmin before you use the exit geyser.
-Perplexing Pool-
After you complete the Citadel of Spiders you can continue with the next set
of tasks, if the time left in your day permits it. When you do get a fresh